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Azami - Wizard - EDH (EDH / Commander)

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This is a draft for an EDH/Commander Deck with Azami, Lady of Scrolls as the leader.
The main focus is on 1v1, but a 2v2 (two-headed) should be no problem, too. In multiplayer Azami is very likely to draw a lot of hate, mainly because of her skill.

At the moment the sidebourd has to be seen as a maybeboard. The list is still undergoing a lot of transformation.

Basic idea:
Although it should be obvious, the intension is to drop some acceleration and 1-2 small wizards in the first turns, to have Azami out as soon as possible.
From there on she needs to be protected to have as much card advantage as possible until we can combo off and win.

Card choices:
We have the ordinary Sol Ring and Mana Vault as the first choice for mana ramp. Mana Crypt would be up here, too, if it was affordable. (The list is expansive enough as it is.)
Wayfarer's Bauble is better than Expedition Map, because it brings the land into play. The Map could be added, to find Reliquary Tower or Riptide Laboratory but I don't think this is necessary.
Extraplanar Lens is the reason we are using Snow-Covered Island. Gauntlet of Power and Caged Sun are there so help us play as many spells as needed in the late game.
All three of them, plus High Tide, can give infinite mana in combination with Palinchron.
Halimar Depths is the only land that ETB tapped. This choice was basicely made because it could be helpful to play it first turn, to set up your next few draws.
Mutavault could be included, because it can become a wizard (but again, the price).

Riptide Laboratory, Swiftfoot Boots, Lightning Greaves and Crystal Shard have the main job to protect Azami. It is likely to have her killed, but we don't want to recast her all the time.
A lot of times it can be helpful to keep some mana for a counterspell open, before casting her. Free counters like Pact of Negation or Foil are great for that.
Force of Will was (again) to pricy (and SOMEONE is still very upset that HE sold his 3 copys of it. So HE will never include them in any deck.)
Cryptic Command is just there because it is so versatile. A normal Counterspell or Dissipate could take its place. Mana Drain would be an obvious improvement to the list.

Mystical Tutor and Merchant Scroll are there for versatility, too. Long-Term Plans and Ethereal Usher will most of the time find Mind over Matter.

With MoM and Azami in play the game is almost won. Just discard your draw to untap a wizard and cycle through your deck.
Laboratory Maniac is a great win-con for that.
If you can generate infinit mana from Palinchron, you can dump that into Capsize to bounce just about everything or even better, steel everything with Memnarch. Or your opponent can draw his deck with Blue Sun's Zenith.

In contradiction to many other Azami decks that I saw, I choose to include Coat of Arms, as a great way to win through combat.
Diviner's Wand could be an alternativ, but one large attacker is less likely to finish a 40-life-opponent than 10.

Mindslaver could be added since Academy Ruins is already there, for the combo, but I don't like this play to much.
If an extra turn can't get you the win, than maybe you don't deserve it.
For me the Ruins are just there to give some protection agains artifact removel. Bring back our Rings, Medallions, Boots and Helms!

Be carefull not to exile all your key-cards with Parallel Thoughts without the oportunity to draw them all right away.
If the Thoughts get killed this can be lethal.

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» Revisión 10 Febrero 18, 2014 Underhill83
Revisión 9 Febrero 18, 2014 Underhill83
Revisión 8 Febrero 17, 2014 Underhill83
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Revisión 1 Noviembre 12, 2013 Underhill83
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